- The deletion of the circuit board without clearing the circuit variable caused it to be hard-deled by SSgarbage after several minutes. After that point, use of RPD or attempt to deconstruct would runtime.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
Removes translators from loadout (departments still have them spawn for dealing with their work), removes EAL implant from loadout, remove omni language implant from R&D.
(Also fixes bug with soulcatchers that keeps the brains from hearing borgs, so you can still know all the languages while in a soulcatcher. So if you want to understand everything, get a translator in your head :p)
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
-Lifelike torsos used to get our species base color applied because they were spawned as mobs with the base color being in the human set species proc.
-Made the prosfab look up and apply those base colors on mobless limbs as well.
Creatable at the protolathe. Requires the same tech levels as the NIF, but no exotic materials.
It's a device that accepts nanopaste, and programs the nanite swarms into NIF repair swarms, which are a liquid reagent ingame. It has a 60u storage capacity, and needs to be emptied into any container.
From there, it can be injected via syringe, made into pills, or drank (though the latter two reduce effectiveness by 50%). Each unit nanopaste makes 15u repair nanites, so a full repair from 0% to 100% of a normal NIF requires 7 nanopaste converted to reagents (100u).
Or how Woodrat spent too long on something that was supposed to be simple.
- Addition of a Explorer Radio Channel and headsets.
- Explorers and Search and Rescue job slots added
- Adjustments to the pilot job including getting rid of the flatcap
- Map fixes, adjustments, (including signs pointing to cryo) planetside side map additions splitting up of the wilderness into two area sections
- Disabled lighting on the arrivals shuttle area once it is docked with the station, should help with the whole issue of lighting bugging out and having dark space
- Fixed EMS jacket missing icons
- Fixed Research signs being missing for some reason, addition of directional signs for cryo
- Addition of a Search and Rescue Winter coat
- Probably a dozen other small bug fixes I forgot, and bug additions
Tested, seems fine. At least in short tests.
* Adds three flame-themed illegal Mech weapons. Allows anything using apply_effects to be incendiary and ignite/apply firestacks. Also absolute-paths the spilled fuel effects.
* Removes world << because I'm a good coder honest.
* Why does Git do this for no reason.